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    posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]

    I can't seem to add the Activated Gem into an Incubator by right-clicking, in the most recent version on 1.11. (Yes I have both the Drill and the Incubator)


    EDIT: It seems everything that is suppose to be using right-clicking to function doesn't work aside from right-clicking on the gems themselves on 1.6.1 on MC 1.11.


    EDIT2: Saw that there was an update. Grabbed that and everything seems to be working now, although sending a redstone signal into the Incubator is a little iffy and for some reason the sword texture doubles? (They hold two swords in one hand even though you give them one)


    I had put the activated gem into the incubator and used a redstone torch and some redstone to try and send the weakest redstone signal, but after activating the redstone nothing happened. I took the gem out and put it back in and it immediately fired.

    Posted in: Minecraft Mods
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    posted a message on Chalice - 2.7 (Thank's for 2k downloads.)

    Water from the Nile.

    Posted in: Minecraft Mods
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    posted a message on Chunk Loading

    By visible I mean more blocks that would be visible at any looking angle from your position. So blocks that are totally obscured, such as a block completely surrounded, wouldn't be loaded. But, that does make total sense.


    So what if there was a "Visible" state? This would be for blocks that from no angle should be visible. These blocks would then not be loaded. Of course, this wouldn't effect loading new chunks I wouldn't think, because there'd be no way to set the visible state on a block before a new chunk is loaded (Before the block even first exists), and this would also make loading a new chunk much heavier to calculate the visible state. Once the actual visible state is calculated, it should be significantly lighter than loading the actual block. (I would think anyway, loading a boolean instead of an ID, and whatever else is normally done when loading a block, would be much lighter I'd think)


    Anyway, the whole point of this was because a friend of mine sent me this: http://verizoncraft.github.io/ and it got me thinking, what would it take to make an HD full-color image or video in MineCraft? To get the color would be simple, but doing say 720p would require loading at least 15x9 chunks, or ~3,840x2,160 blocks, and then for it to be video would simply take that. But loading 15x9 chunks and then using that with the new thing that makes tools and armor have a unique texture for every state, then putting armor using this texture on an armor stand, would probably be VERY CPU heavy. So how to make it more efficient is important for doing that.

    Posted in: Discussion
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    posted a message on Chunk Loading

    So, a chunk is 16x16x256 blocks. This includes blocks filling and air blocks correct? As in, if there isn't an actual block in say 8,7,200, then there's an airblock there right? Are all of these blocks loaded at one time, even the air blocks (Even if they're not being rendered)? If so, could it be more efficient if only visible blocks (And possibly their adjacent neighbors) were loaded?

    Considering a chunk is 65,536 blocks, let's say you built a 1 block wide and 2 block tall building around yourself, would it be more efficient to load only those ~10 blocks (And again probably their adjacent neighbors) or would it be better to just stick with loading the whole chunk? At Far render distance, ~1,089 chunks are being loaded at one time. That is ~71,368,704 blocks.Assuming all blocks in a chunk always stay loaded as long as the chunk is loaded, is loading all those blocks really necessary?

    Posted in: Discussion
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    posted a message on ChickenBones Mods
    Quote from Kye_Duo»

    how did you start the map? creative or survival?


    It was Survival with Cheats.

    But I did figure it out after a few hours of google searching. You have to turn off Global. In the NEI Options, you gotta click the button that says "Global" until it says "World" then a bunch of W's should appear next to the options under Inventory. Uncheck all the W's by right-clicking on them, but specifically on Cheat/Recipe/Utility Mode.

    That's a really obscure thing, I hope that's changed in the future to default to off so that nobody has to spend 2 hours Googling it like I did...

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    I'm having a weird issue where no magnet, trash, survival/creative mode, or time of day buttons are showing up in the NEI UI and I can't use cheats despite cheat mode being on. I'm not really sure what's going on. This still happens on a completely fresh, clean install.


    It's not crashing and I am not seeing any errors in the console.

    Posted in: Minecraft Mods
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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    EE2 was literally my favorite mod for Minecraft, ever. EE3 is nothing compared to it. Glad to see that someone finally updated it to more recent versions of Minecraft!

    Posted in: Minecraft Mods
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    posted a message on CandyCraft 1.8 & 1.8.9 Released
    Once I move over to 1.6.4, this will definitely be on my list of mods to add!

    (I gotta wait for a couple of mods to update before I do that, though)
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Spider Queen
    This seems like such an interesting mod, I wish there was some way to track it but I don't come on these forums often anyway, so not much reason to. xD

    This is such a cool mod though, seriously! =p
    Posted in: WIP Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Question : Can Spiders be named? I don't see anything for that. If so, how?

    Also, at the cost of like a stack of steak you could farm like 20-30 levels off of your Spiders.

    (First case of actually bad Animal Abuse in Minecraft? XD)
    Posted in: Minecraft Mods
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    posted a message on New kind of Mod
    Interesting. This is definitely a possibility, but it would take a bit of work or just clever design-ideas. Definitely a medium-difficulty idea, but not really a hard one. I really like it. =)
    Posted in: Requests / Ideas For Mods
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    posted a message on 1.1.0 [SMP] Chainz V 1.1.2
    Is this mod updated to 1.6.2? It's the only reason why I haven't swapped over yet because it's not worth it to lose this awesome mod. =p

    I know it's on 1.5.2, I have it for that. But for 1.6.2 yet?
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    I have a weird issue, I can't enable Universal Electricity Recipes even though I have it.

    general {
    B:"Allow Conflicting Keybinds"=true
    D:"Base Heat Cap"=50.0
    B:"Debugging info"=false
    D:"Energy per IC2 EU"=0.4
    D:"Energy per MJ"=1.0
    B:"Gregtech Recipes"=false
    B:"IndustrialCraft Recipes"=true
    D:"Maximum Armor per Piece"=6.0
    D:"Maximum flight speed (in m/s)"=25.0
    D:"Salvage Ratio"=0.9
    B:"Thermal Expansion Recipes"=false
    B:"Universal Electricity Recipes"=true
    B:"Use Graphical Meters"=true
    B:"Use Mousewheel to change modes"=true
    B:"Use Sounds"=true
    B:"Vanilla Recipes"=true
    }


    Do some of these conflict or is my game just bugged?

    Edit: Also, I request a Deadspace skin. <3
    Posted in: WIP Mods
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    posted a message on [1.5.2] Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Sorry, I posted this in the wrong Thread. Great additions to MMPS =)
    Posted in: Minecraft Mods
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    posted a message on New to Modding, need help basing off of other Mods
    Well, I'm not new to coding, in fact I already know how to make Blocks, Items, Recipes, Ore Generation, and Creative Tabs. Thanks to SCMowns. =)

    I'm new to modding Minecraft, but I use to write plugins for StarCraft and I have some decent JASS experience, so all I had to do was get around the learning curve.

    Quote from Puredarkness

    If you want to reuse code, in the class definition put
     extends (name of class file with code you want to reuse.) 
    .

    So say I wanted to reuse the code in the class Item. I would type:

     public class MyItem extends Item {
    
    (code)
    }


    Oh and try your own mod before modifying existing mods.


    So basically, I add the classes and do that? Or do I use the API? I also have no idea how to find IC2's items...That's the main problem.

    And I've also already got about 12 items/blocks made for this mod, so I would like to just continue it. =p
    Posted in: Modification Development
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